Inspire

The Inspire keyword is typically used with human troops, and it alters the other cards that you play. For any troop with Inspire, if you play a troop with cost of equal to or greater than the cost of the troop with Inspire, it will graft text or stats onto the new troop. Inspire is technically an unloaded keyword. This means that the text following the word Inspire will differ from card to card, but the basic input will always be the same.

From increasing the stats of other troops, to making them more difficult to deal with, to even just granting another keyword, Inspire helps your troops become a great deal better than what they could have been. The more you play, the bigger and better each troop becomes.

Rules

 * Inspire modifies the troop before it enters play, so inspired troops will enter play with their new stats and powers.
 * Troops can be inspired with multiple instances of the same power, though in some cases the granted power may be redundant.
 * If a troop with Inspire grants a power that refers to “this troop,” it is referring to the troop being granted the power, not the troop with Inspire.
 * The card with Inspire must already be in play to inspire troops as they enter play. If an effect is putting multiple cards into play at the same time, and one or more of those cards has Inspire, they will not be able to inspire the troops entering play alongside them.